Accuracy Improvements/Fixes- Fixed a bug where samples in the wave channel were treated as if they’re 0, effectively muting the channel in some cases.- Fixed a regression that caused some PPU test ROMs to fail- More accurate emulation of memory access conflicts on the Super Game Boy- When emulating a Super Game Boy, built-in palettes for select games are now emulated- Accuracy improvements to Super Game Boy’s multiplayer mode- Super Game Boy and Game Boy Advance now have their own color correction filters

Bug Fixes- Improvements to audio in the SDL port, affecting some machines- Fixed a bug where the SDL port loaded the wrong boot ROM when emulating Super Game Boy 2- Fixed broken audio on libretro when used with some RetroArch audio drivers- Fixed a potential crash when closing a window in the Cocoa port- Fixed libretro achievements- Fixed major performence issues in the Cocoa port that affected some Macs, especially when emulating the original Super Game Boy

Misc Internal Changes- The emulation core now supports emulating a Super Game Boy without high level emulation of the SNES or SFC. SameBoy is now used for Game Boy emulation by bsnes, allowing extremely accurate low-level emulation of Super Game Boy.- Made it possible to compile the SDL port with older SDL versions- Compression improvements to the CGB and AGB boot ROMs

2 versions corrigeant principalement des bugs ont été publiées. Voici la liste des nouveautés:v1.7.8 (v3):RetroArch 1.7.8 was a very ambitious release, and as a result, it is taking some time to iron out some of the kinks. Instaed of leaving you waiting for a month again to fix some crucial bugs, we’d rather release these point fix releases first instead so that we leave you with a rock-solid 1.7.8 in the end while we then shift our focus and attention to 1.7.9.In light of that, we are releasing version 3 right now, which will be especially beneficial for Mac users. The future-proof Metal Mac version should now work flawlessly on Macs with an AMD graphics card (they previously produced heavy graphics glitches inside the menu). It has just been released! Grab it here.

Une nouvelle version, marquée comme instable, de cet émulateur multi-systèmes a été publiée. Voici la liste des nouveautés:- Apple2: Added support for an RGB-style video mode, selectable with the new setting "apple2.video.mode".- SS: Added "Shunsai" to the internal database of games to use the data cache read bypass kludge with, to fix various graphical glitches.- Expanded and harmonized the accepted value ranges for settings "sfspeed" and "ffspeed" to 0.25 through 15, for greater versatility.- NGP: Added very incomplete emulation of BIOS system call "VECT_FLASHERS", per tip from stellarporter. Fixes eventual hang in "The Last Blade".- NGP: Fixed TLCS-900H new IFF calculation when taking an interrupt, per tip from trinemark. Fixes broken voice playback in "Densetsu no Ogre Battle Gaiden".- NGP: Fixed potential division by zero in the TLCS-900H MINC* and MDEC* instructions emulation(the emulation of the instructions is still almost certainly wrong, though), per tip from byuu.- PCE: Changed the Super CD-ROM^2 memory identification signature to match a Duo instead of a PCE with a system card, to fix compatibility issues with some US Super CD-ROM^2 games when using a US system card image, per tip from elmer.- SS: Added "Ronde" to the internal database of games to use the data cache read bypass kludge with, to fix missing graphics on the title screen and main menu.- SS: Added "Thunder Force Gold Pack 1" to the internal database of games to use the data cache read bypass kludge with, to fix explosion graphic glitches in "Thunder Force III".- SS: Fixed a bug that could cause erroneous VDP1 framebuffer erasure when the lower Y coordinate for the erase window was too large.- SS: Added "Thunder Force Gold Pack 2" to the internal database of games to use the data cache read bypass kludge with, to fix quasi-random hangs when pausing the game in "Thunder Force AC".- SS: Corrected the value the SCU DMA mode registers are initialized to on reset.- SS: Added "Formula Grand Prix - Team Unei Simulation" to the internal database of games to use the data cache read bypass kludge with, to fix a hang after the title screen.- SS: Added "Virtual Mahjong" to the internal database of games to use the data cache read bypass kludge with, to fix graphical glitches on the character select screen.- SS: Slowed down SCU DMA from SDRAM/SH-2 bus slightly, though I'm not sure what is the origin of the measured overhead/slowdown on a Saturn. Fixes FMV flickering in "Lunar".- SS: Added partial emulation(CS0 and CS1, SH-2 non-DMA accesses and SCU DMA accesses) of the timing effects of the SCU A-bus configuration registers.- SS: Added "Tech Saturn 1997.6" to the internal database of games for which 1MiB RAM cart emulation is enabled, for its "Groove on Fight" demo.- SS: Implemented a crude simulation of the VDP1 command execution slowdown that occurs when an SH-2 CPU writes to VDP1 RAM or registers, activated via the horrible hacks mechanism; fixes text flickering in "Arcade's Greatest Hits", most rescue text flickering in "Burning Rangers"(at least on the first stage), graphical glitches in "Whizz", and some of the graphical glitches in "All-Star Baseball 97".- SS: Added a horrible hack to fix the hang in "Fighters Megamix" that occurred after the intro FMV played(or was interrupted).- SS: Added a horrible hack to fix the hang at the end of disc 1 of "Grandia".- SS: Added a per-game horrible hacks mechanism.- SS: Added "Albert Odyssey" to the internal database of games to use full cache emulation with, to fix battle text truncation.- SS: Added "Die Hard Trilogy", "GeGeGe no Kitarou", "Nobunaga no Yabou Shouseiroku", "Space Jam" to the internal database of games to use full cache emulation with, to fix hangs/crashes.- SS: Added "Gex" and "Slam 'n Jam 96" to the internal database of games to use full cache emulation with, to fix minor FMV glitches.- SS: Added "Policenauts" to the internal database of games to use full cache emulation with, to fix screen flickering on disc 2.- SS: Full cache emulation(enabled via database) now also enables emulation of SH-2 WB/EX pipeline stalls.- SS: Tweaked the kludgey CPU instruction read/write penalty during SH-2 DMA to be higher in some circumstances; fixes major graphical glitches in the later stages of "Shienryu" when on arcade mode.- SS: Added "Dragon Force II" to the internal database of games to use the data cache read bypass kludge with, to fix major game logic errors during battles.- SNES-Faust: Added CX4, SuperFX, and SA-1 emulation.- SNES-Faust: Made various changes to try to improve game compatibility.

La version officielle de MAME a été mise à jour. Voyons ce qu'elle nous réserve ce mois-ci:It's really about time we released MAME 0.213, with more of everything we know you all love. First of all, we’re proud to present support for the first Hegener + Glaser product: the “brikett” chess computers, Mephisto, Mephisto II and Mephisto III. As you can probably guess, there’s an addition from Nintendo’s Game & Watch line. This month it’s Mario’s Bombs Away. On a related note, we’ve also added Elektronika’s Kosmicheskiy Most, exported as Space Bridge, which is an unlicensed total conversion of the Game & Watch title Fire. If you haven’t played any of the handheld LCD games in MAME, you’re missing something special – they look superb with external scanned and traced artwork.On the arcade side, we’ve added The Destroyer From Jail (a rare Philko game), and alternate regional versions of Block Out and Super Shanghai Dragon’s Eye. The CD for Simpsons Bowling has been re-dumped, resolving some long-standing issues. With its protection microcontroller dumped and emulated, Birdie Try is now fully playable. Protection microcontrollers for The Deep and Last Mission have also been dumped and emulated. Improvements to Seibu hardware emulation mean Banpresto’s SD Gundam Sangokushi Rainbow Tairiku Senki is now playable, and sprite priorities in Seibu Cup Soccer have been improved.In computer emulation, two interesting DOS compatible machines based on the Intel 80186 CPU are now working: the Mindset Personal Computer, and the Dulmont Magnum. The Apple II software lists have been updated to include almost all known clean cracks and original flux dumps, and the Apple II gameport ComputerEyes frame grabber is now emulated. We’ve received a series of submissions that greatly improve emulation of the SWTPC S/09 and SS-30 bus cards. On the SGI front, the 4D/20 now has fully-working IRIX 4.0.5 via serial console, and a whole host of improvements have gone into the Indy “Newport” graphics board emulation. Finally, MAME now supports HDI, 2MG and raw hard disk image files.

Cet émulateur Atari 2600 a été mis à jour. Les améliorations sont les suivantes:- Wide dynamic range, tunable palettes for NTSC and PAL video. We are now emulating the color tuning controls that are found inside the Atari 2600. So just like owners of real hardware can experiment with different color tunings, users of z26 can also experiment with different color tunings. By default we set the NTSC phase shift to 26.2 degrees and the PAL phase shift to 21.5 degrees which are good matches to the original z26 palettes.- Brightness and “warmth” controls. The warmth control allows better matching to vintage CRT TV sets from the 1980s which had a little more red and maybe a little less blue than “modern” CRT TV sets from the 1990s or early 2000s.- The original z26 palettes have been retained as custom options, and since our tunable color model was inspired by mame 0.212, we also include the mame palettes as custom options.- The palette selection and these new options may be found in the video menu.